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OKW late game unbeatable ?

4 Dec 2017, 13:47 PM
#21
avatar of Stug life

Posts: 4474

hey mod why is this up ?
4 Dec 2017, 19:27 PM
#22
avatar of BeefSurge

Posts: 1891

jump backJump back to quoted post4 Dec 2017, 13:42 PMEsxile


So what's the definition of good late game?


good long range units, ability to contest and hold the map well at that stage, durable units, ability to efficiently inflict manpower bleed. Note that this talking about 1v1.

Volks lose to double LMG/elite infantry, Obers are only good if you are already winning. Puppchen lategame is very bad unless you are already winning, ISG is only good because Flak protection and if it has vet. OKW light vehicles don't scale into the lategame well (aside from arty hunting Pumas) unless you are already winning, and OKW MP bleed options aside from a vetted ISG are Shu Mines and direct damage.

Double BAR rifles with smoke, Shermans with smoke that scale exponentially with Radio Net, dirt cheap bazooka infantry and nondoctrinal off-map recon and arty, light vehicles that are worth building lategame (for shell shock, mines, and flank control), mortars, and the HMC that is a squad wipe machine are all insanely effective lategame tools, if not super micro intensive. OKW pummels USF before this point is reached, so its a moot point though.

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